Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Fire (...)

You attempt to harness the chaotic energies of the Inner Planes. Up to three rays of planar energy flash from your hand to strike different targets. Make a ranged spell attack roll against each target. Each ray is a randomly determined color and has a different power and purpose. For each target, roll a d6 to determine which color ray affects it.

1. Red. The target takes 6d6 fire damage. At the start of their next turn they take an extra 2d6 fire damage.

2. Blue. The target takes 6d6 cold damage and their speed is reduced by 10ft until the end of their next turn.

3. Orange. The target takes 6d6 bludgeoning damage and must make a Strength saving throw. On a failed save it is knocked prone.

4. White. The target takes 6d6 lightning damage and has disadvantage on its next attack roll.

5. Black. The target takes 6d6 force damage and is pushed back up to 15ft.

6. Special. Reroll the d6. If you roll another 6, you take 4d6 force damage and any rays you haven't rolled damage for yet don't get cast. If you roll a 1-5, the initial damage of the ray is increased by 2d6.

 

* - (A glyph marked rod with a diamond imbedded in the tip worth 50gp )

Spell Tags: Damage Control

Available For: Wizard (Legacy)

DanB993

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